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Vilanel
Roadmap

The road to Vilanel 1.0

Where the engine stands and what comes next. There are no dates: this is a plan for a personal project, not a promise.

Rendering

Done

Modern Renderer

A GPU-driven Vulkan renderer with clustered lighting, shadows from every light, baked global illumination and cinematic post-processing.

Features: Renderer
Done

Sky and Weather

A physically based sky with volumetric clouds, a full day and night cycle, changing weather and photographed HDR skies.

Devlog: Sky and weather
In progress

Cloud Performance

The rebuilt clouds look right. Now they need to get cheaper, especially toward the horizon, to fit comfortably in any frame budget.

Gameplay

Done

Visual Scripting

Actor classes with components, variables and event graphs, a ready-made character, and C++ with hot reload when a project needs it.

Docs: Actor classes
Done

Multiplayer

Networking built into the gameplay framework, with client-side prediction, dedicated servers and peer-to-peer connections.

Features: Multiplayer
Not started

Better Collision Shapes

Splitting complex objects into several simple convex pieces, so that moving objects get accurate collision too.

Animation

Done

Animation Blueprints

State machines, blend spaces, montages, root motion and foot IK, with live debugging while the game runs.

Docs: Animation Blueprints
In progress

Animation Editors

Dedicated clip and blend space editors with a timeline for notifies, curves and footstep markers, being refined panel by panel.

Devlog: Animation editors
In progress

Character Movement

A full locomotion set with crouching, going prone and turning in place. The focus now is on how it feels, especially turns and landings.

Not started

Polish

Multiple full viewports, order-independent transparency, thumbnails in the content browser, a flexbox layout panel, and a final pass over the whole editor.

Vilanel 1.0A stable engine for my games.

Further out

HDR displays

HDR output and compressed HDR textures, once there is an HDR display to test them on.

C++26 reflection

Replace the build-time reflection tool once compilers support it.

Standard task scheduling

Move the job system onto std::execution when it becomes available.

Linux

The code stays portable, but Linux support is not scheduled yet.

Finished work is written up in the devlog.